Stefano Dubay

Stefano Dubay

Freelance Character Modeler

Supervisor Modeler / 18 yrs

London, United Kingdom

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Character Modeler

Big Hero 6 (2014)

Character Modeler

Frozen (2013)

Character Modeler

Arthur Christmas (2011)

Spi

The Green Hornet (2011)

Modeler / Texture Painter

Land of the Lost (2009)

Modeler

Iron Man (2008)

3D Modeling And texturing
Work History
  • Concept Artist

    Double Negative

    September 2017 - Present
    London, United Kingdom
  • Modeler

    Double Negative

    January 2017 - September 2017
    London, United Kingdom
  • Character Modeler

    Walt Disney Animation Studios

    June 2011 - April 2014
    Burbank, CA

    Modeling characters and assets for feature animations.
    I also collaborated with other departments to create new tools to integrate modeling better with the other departments and automating redundant modeling tasks. I also developed the new generic topology to be used in all the human characters in the upcoming feature Big Hero 6. There I combined the standard radial face topology layout with the grid layout used by Pixar to provide enhanced deformability for facial expressions.

    Credits

    Wreck it Ralph (2012)
    Modeled several of the characters. Notably the “Zombie” character, the “Neff” character from Altered Beasts (the pink Rhyno also featured in the posters distributed worldwide), two of the Space Marines (Heads only, armor had been adapted across characters), a few of the realistic humans that inhabited the arcade and all the candy-made variants of the Cybugs towards the end of the movie. I sculpted facial expressions for the Zombie character that had a vast expression range that couldn’t be covered by rig alone. I also helped as support staff for matte painting and in creating other assets.

    Frozen (2013)

    Modeled Characters and Assets. I began making the Hans’s sleigh and then moved to characters, I created several secondary and tertiary characters and notably the big Ice Monster nicknamed
    “Marshmallow” that is also featured in the cameo at the end of the movie.

    Big Hero 6 (2014)

    Modeled and collaborated in the visual development of two of the six hero characters in the movie. Baymax in it's armored variant and Wasabi.
    Besides these I also created when in its deflated form and several props and items.
    As mentioned above I created the generic topology that had been used for all the characters, from crowds to hero characters. Created facial expressions for Wasabi. Modeled also many other secondary characters, variants and props most notably the small trolley box where the Baymax's inflatable version resides.

  • Character Modeler

    Sony Pictures Imageworks

    January 2010 - June 2011

    Arthus's Christmas
    Character Modeler
    Character modeler: modeled one of the protagonists and several hero and sub-hero characters for
    "Arthur Christmas"a 3D animation feature by Aardman in collaboration with Sony Pictures Imageworks.

    Environment Modeler: Always for Arthur Christmas I made a broad variety of environments from mechanical docking bays to African desert terrains, from the organic forms of underwater glaciers to chiseled ice caves.

  • Resident Staff Modeler

    Psyop - Massmarket

    January 2009 - May 2010

    Head of Modeling - Asset Creation: Props, Vehicles and Characters for highend 3D visual effects on commercials for clients such as
    Coke, Skype, Nissan, Axe and Peugeot.

  • Texture artist

    Rhythm & Hues Studios

    April 2008 - December 2008

    3D modeling, UV Mapping, Texturing, Digital Maquette sculpts, High Frequency detail sculpt

  • 3D Modeler

    Gentle Giant Digital

    September 2006 - May 2008

    respondible of lores - highres modeling, realtime mash making, scandata acquisition, scandata processing, highres scandata resurface. softwares used: Maya, Zbrush, Paraform, GSI Studio, Freeform, Rapidform and several other ones for specific tasks.

  • Intern

    Gentle Giant Studios

    September 2006 - September 2007

    Responsibilities:
    3D Scan equipment setup, 3D scanning data acquisition, Data processing, high resolution
    organized mesh generation, UV mapping and Texturing. Clients: movie industry, video game
    production houses and rapid prototyping / commercial for product makers.
    Digital sculpting on high resolution meshes both on organics and hard surfaces (accessory
    detailing) for movies and video games .
    optimized low resolution ingame meshes creation with normal mapping from the over mentioned
    high resolution models.

  • student

    gnomon school

    2005 - 2007
Education
  • Studio Art

    2007 - 2007
  • Computer Graphics

    Gnomon School of Visual Effects

    2005 - 2007
  • BA in Mathematics for Computer Science

    University of Rome Tor Vergata

    2001 - 2005
  • Bachelor Degree in Mathematics for the Computer Sciences

    University of Rome Tor Vergata

    ? - ?